Magic Stun on my AM

General Discussion Started Last reply 21 posts
I just got Magic stun on my Arcane mace (stun during magic attack). I know its not wild magic. I really havn't had time to fully test it (work). but what do you think? I think its going to be a pretty good aug for my SH.
If you are a spellsinger then yes. Remember that magic doesnt break stuns.
why wouldn't this be good for my SH? It gives me a good chance of stun during a magic attack.
Have you tried it out? :P
I got the aug then had to log off and go to work (going to try it out this weekend)

why wouldn't this be good for my SH? It gives me a good chance of stun during a magic attack.



It might be ok, but sps would own alot more because it will fire off more often.
Clan mate had that too. It triggers pretty rarely :(
all depends on the trigger rate (land rate is always hax on skills)
My TH friend got Curse of Doom (silence magic + physical) on his bloody orchid, fires off when he does specials, quite nice :P
all "chance" augments suck pretty bad tbh, they seldom fire unless you got Tyrant attack speed,
Yes crit stun with 330 crit rate and 1.2k attk speed is the best
I will be going home here soon to fully test it. but how to you think it will be on my SH?
it will be bad on any mage

it will be bad on any mage



So you're saying that a chance to stun a target while using a magic attack would be bad for a mage? Who would it be good for, i wonder.. :P
you just dont understand how rarely chance augments fire ... try it and see, like I said before chance augments would only make sense for melees with really high attack speed, and I say that cause I ve tested them :)

you just dont understand how rarely chance augments fire ... try it and see, like I said before chance augments would only make sense for melees with really high attack speed, and I say that cause I ve tested them :)



I feel sorry for the MELEE character who is waiting for a MAGIC skill to fire so their chance skill will go off.

Anybody else understand what I'm trying to say?

So you're saying that a chance to stun a target while using a magic attack would be bad for a mage? Who would it be good for, i wonder.. :P



I don't think you understand what chance means in L2...
Chance fires off like 1 in 50 magic attacks or much less AND it can be resisted.

I tested so I know (I had chance to root target on magic attack) and unfortunately it sucked so i didn't bother keeping it.

Better than +10 to m.attack though - so I would keep it unless u can get/afford a lot more stones.


you just dont understand how rarely chance augments fire ... try it and see, like I said before chance augments would only make sense for melees with really high attack speed, and I say that cause I ve tested them :)



I feel sorry for the MELEE character who is waiting for a MAGIC skill to fire so their chance skill will go off.

Anybody else understand what I'm trying to say?



do you understand the difference between chance augments (the general category) and chance augments on magic skills ( subcatergory)?
What I am saying in pretty plain and simple english is that chance augments in general fire way too infrequently to be of any use to a mage. Understand? No? Sorry cant make it any simpler for ya.
Nice irrelevant e-ego point about magic skills and melee chars though I never mentioned anything about chance augments on magic skills, I spoke of chance augments in general.



you just dont understand how rarely chance augments fire ... try it and see, like I said before chance augments would only make sense for melees with really high attack speed, and I say that cause I ve tested them :)



I feel sorry for the MELEE character who is waiting for a MAGIC skill to fire so their chance skill will go off.

Anybody else understand what I'm trying to say?



do you understand the difference between chance augments (the general category) and chance augments on magic skills ( subcatergory)?
What I am saying in pretty plain and simple english is that chance augments in general fire way too infrequently to be of any use to a mage. Understand? No? Sorry cant make it any simpler for ya.
Nice irrelevant e-ego point about magic skills and melee chars though I never mentioned anything about chance augments on magic skills, I spoke of chance augments in general.



My point was that it's not bad for a mage, it's just bad. Sorry if my pointing out the flaw in the arguement got your proverbial goat. I was in a literal mood at the time.

Besides, if the rest of the augment is decent.. any added "help" can't be bad, regardless of how infrequently it goes off. Now, if the mage got +accuracy, +patk, +melee crit & then the chance augment on top of it.. that's just disgusting and should be removed immediately.

Are you understanding my point at all?
How about +12 crit and Chance: Paralyze target on critical hit. Got that on my som a few months ago ><